Method and apparatus for audio scaling at a display showing content in different areas

ABSTRACT

A method and device for scaling audio content associated with first and second sources at a user apparatus such as a gaming machine. When the gaming machine is in a first condition displaying only game content speakers are controlled to produce game related audio content. In a second condition where the display is controlled to share game content and other content from a remote source in a picture-in-picture arrangement, the method and device control the speaker volumes to associate the audio content with the associated video content to provide audio directionality and primacy.

RELATED APPLICATION

This application is a continuation-in-part application of U.S. patentapplication Ser. No. 13/220,254 filed Aug. 29, 2011 and titled METHOD,APPARATUS AND SYSTEM FOR VIDEO TUNING OF A VIDEO SWITCHING DEVICE FOR AGAMING MACHINE which is related to U.S. Patent Application PublicationNo. 2009/0149253 by Bryan Kelly et al and titled “Video Switcher andTouch Router Method for a Gaming Machine and filed Jan. 8, 2009 andrelated applications recited therein.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD

The disclosed embodiments relate to apparatus and methods which augmentthe shared display of content from various sources at a display bycontrolling audio content and volume to be delivered, at least in aprimacy form, to speakers directionally associated with the location ofthe content at the shared display. More particularly it relates toapparatus and methods for controlling such delivery of audio content inlegacy gaming machines.

BACKGROUND

Providing Picture-in-Picture (PIP) features and multi-framed screenshave been implemented on gaming machines. This typically has beenachieved by programming screen real estate segmentation into acontrolling software application and a process running on a single ormulti-core CPU to specifically draw the output into each frame. Thedrawing software may be accomplished by rendering streaming mediasourced from a local or network media service (e.g., Adobe Flash Server,Windows Media Server), by rendering marked-up commands (e.g., HTML)served up from a local or remote web service, or by direct programmaticmanipulation of graphics.

Traditionally, wagering-related game presentations (spinning reels orvideo games) on an electronic gaming machine are presented on one ormore video displays. One of these displays, called the Main GameDisplay, is usually positioned directly in front of and within armsreach of the casino patron seated in front of the machine, providingoptimal viewing and physically interacting with the electronic gamingmachine. System information, on the other hand, has traditionally beenpresented via a separate stand-alone display, called a System Display oriVIEW® (iView® is a Registered Trademark of Bally Gaming International,Inc.), usually much smaller in size, located above, below, or to theside of the Main Game Display. System information traditionallydisplayed has included the patron's name, loyalty club information,casino marketing messages, and interaction with secondary marketingpromotions, bonus games, sweepstakes, and tournaments. This SystemDisplay generally is a separate, small, multi-line text or LCD graphicaldisplay. In both cases, it is not optimally positioned for eithercapturing the patron's attention or for viewing in general.

A need has been recognized to exist to enhance the patron's overallgaming experience by presenting key system information at a locationoptimized for notification and viewing by the player. An ideal locationwould be on the Main Game Display since all gaming cabinets are designedwith this display placed for optimal interaction with the wagering game,including bar top, slant top, and upright-style electronic gamingcabinets.

Many secondary displays on a gaming machine are under-utilized. Many areused simply as static electronic glass. Others provide a secondarydisplay for displaying bonus games or progressive meters in conjunctionwith the wagering game on that cabinet while a patron is wagering on thedevice. A need has been recognized to exist to more effectively utilizethis secondary display, especially when no one is actively wagering onthe gaming machine by displaying casino specific messages, for example,advertising the specific game, casino events and promotions, responsiblegaming messages, or other types of advertisements and messages. It wouldbe advantageous to display these messages located for optimal viewing bypatrons in the vicinity of the electronic gaming machine, not justsitting in front of the machine. For many electronic cabinet styles,this would be the secondary display often located above the Main GameDisplay.

Currently, a separate screen is used to display system information whilemaintaining a separation between the gaming machine, with one or moremaster gaming controllers, from the associated equipment player trackingdevice. A need has been recognized to exist to reduce costs byeliminating the separate display used for system information. It wouldbe advantageous to display both wagering game and system information onthe same display.

Also currently, system information is streamed or otherwise communicatedthrough TCP/IP, serial ports, USB, and other methods to a softwarecomponent running on the master gaming controller that renders thecontent and manages the interactivity with the patron, for example,touches. This exposes the master gaming controller to aberrant andmalicious software compromising the integrity of the wagering game.Further, substandard and poorly implemented software consumes more thanits share of resources and affects the performance and function of thewagering game. Therefore, a need exists for the wagering gaming deviceand software that renders the system information to be separated andprotected from each other.

Where system information is rendered through software components runningon the master gaming controller, the operating software must be designedin such a way to ensure the integrity of the wagering game software isalso running on the master gaming controller. As a result, when newsystem-only capabilities are needed, such as a new biometric camera,which do not directly affect or are directly used by the wagering game,each game manufacturer must update their operating system software tosupport such features and new devices. This results in slower time tomarket for such features since each manufacturer must have theirplatform approved by regulators. This further results in inconsistencyacross a given casino floor since manufacturers employ differentschedules for implementation. Accordingly, a need exists to share thetouch displays with no changes being required in the wagering gamesoftware, or game operating system, or any other software running on themaster game controller.

Furthermore, a need exists to employ shared wagering game and systemtouch displays on legacy electronic gaming machines without affectingthe performance of either the wagering game or the system content. Bylegacy gaming machines, what is meant is exiting gaming machines fromvarious manufacturers, which include the drawbacks noted herein. Thesemachines may have previously been deployed in the field (i.e. casinosand other regulated gaming venues) or are machines of the same design orwhich have not been manufactured/programmed to a common standard. Thisdescription should not been deemed to be exclusive or all encompassingof legacy gaming machines. Updates to system-driven content will nottouch the regulated gaming software. Also, a need exists to employshared wagering game and system touch displays with a consistentexperience. It would be advantageous for the customer experience to beconsistent on all electronic gaming machines across all manufacturers,and across all games and computer hardware configurations on a casinofloor. There exists a need to maintain the well-defined separationbetween regulated gaming equipment and associated equipment.

A need also exists to allow patrons to interact with the gaming machinebased on what is shown on the shared displays. The patron's touches mustbe sent to the correct source of what is being shown on the shareddisplay at the point where the patron touched. It would be advantageousto process and route the touches with no changes being required in thewagering game software or game operating system or any other softwarerunning on the master game controller.

In regards to legacy and other gaming machines, it often occurs that thevideo signals generated to the main game display have non-uniformcharacteristics. These video characteristics may be tied to content suchas one or more game title software. As such, in attempting to mix gameproduced video signals with signals from a secondary source, can resultin an error message and/or improper positioning of the composite contentat the display. The video processing software/firmware, based upon thesignals, may not be able to determine the video characteristic includingvideo “blanking periods” which define the margins of the video andaccordingly the video processor may generate an error message ormisalign the image at the display. In the prior art it has beennecessary for designers to configure the video display and/or videoprocessor by attempting to determine the blanking periods andprogramming the video manager firmware. A degree of trial and error maybe required. Further, for each new video format encountered the revisedvideo manager may require regulatory approval. Suffice it to say, if avideo processor is to be configured to be installed in legacy gamingmachines of different manufacture and to process video signals fordifferent video formats, significant and ongoing development and otherresources will be required to accommodate those various video modesuntil standardization is adopted by the industry.

Further it would be advantageous if the video manager could beconfigured to display at the game display (primary or secondary) adiagnostic dashboard.

In relation to providing content from several sources such as firstvideo content and second video content to a shared display, such contentmay include associated audio content. As but an example in gamingmachines, the first content may be video game content and associatedaudio content related to the game. The second video and second audiocontent may be from a source such as a system host computer providing asystem-configured game, advertising, and/or information related to aplayer system interface or other information. The first and second videocontent may be configured to share the video display in variousarrangements such as side-by-side, top and bottom, one of the contentoccupying a small display window or in a superimposed relationship asby, for example, the second video content being semi-transparent andoverlying a portion of the wagering game video content. As anon-limiting example, the game video content may occupy the left side ofthe display with the system provided video content occupying the rightside of the display.

Devices such as gaming machines or terminals typically have a pluralityof speakers spaced in various locations near the video display. It wouldbe advantageous to control the speakers such that one or more speakersdirectionally related to the first video content location are controlledto project at a scaled volume, at least primarily, the first audiocontent and one or speakers directionally related to the location of thesecond video content at the display are controlled to project at ascaled volume the second audio content. Such a feature would provideaudio directionality to the user/player such that, when the first videocontent has primacy at the video display, it's associated one or morespeakers are driven to associate the audio with the direction (to theuser/player) of the first video content at a scaled volume, i.e. louderthan the second audio content or to the exclusion of the second audiocontent. When the second video content has primacy, such as when asystem delivered game is being played or the player is interfacing witha system feature, it's associated one or more speakers are driven toassociate the audio with the direction of the second video content at ascaled volume. Primacy (i.e. scaled to be louder than other audiocontent) or exclusivity of directional delivery of scaled audio contentto the speakers may be according to a default protocol or may becontrolled by the content applications or remote configuration orcommand.

SUMMARY

In accordance with one or more embodiments, devices and methods areprovided for connecting to an existing apparatus of the type having oneor more processors configured to control a video display in a firstcondition to display first video content and in a second condition tocontrol the video display to display the first video content at a firstlocation at the video display and second video content from a secondsource at a second location. The one or more processors are configuredto control speakers to deliver a first audio content associated with thefirst video content. For example where the apparatus is a gaming machinethe one or more processors control the video display to display a videogame and a plurality of speakers to project audio sounds associated withthe game display. The device includes at least one controller and aconnector to re-direct the first audio content and provide the same tothe at least one controller. A source of second audio content associatedwith the second video content. The source may be remote source or alocal source. For example where the apparatus is a gaming machine thesource of the second audio content may be system delivered video andaudio content associated with a game, advertising or player information.The at least one controller is configured to, in a first condition,control the speakers to produce the first audio content and in a secondcondition control at least one first speaker directionally associatedwith the first location to provide audio associated with the firstcontent and at least one second speaker directionally associated withthe second location audio associated with said second channel to providescaled audio directionality associated with said display of said firstand second content.

For example, the first speaker may be located proximate the right handside of the video display and the second speaker is located proximatethe right hand side of the video. When the one or more processorscontrol the display to a second condition and the first content ispositioned at the right hand side of the video display and thecontroller drives the right hand speaker to scale the audio volumeassociated with the first content. The left hand speaker is controlledto scale the audio volume associated with the second content.

The scaling of the volumes of the first and second audio content may becontrolled to provide simultaneous audio at substantially equal volumes,i.e. equal volume primacy, or to scale volume primacy to one audiocontent over the other based upon the video content, a predeterminedprotocol or operator control. For example, where the device is a gamingmachine and the first video content is gaming content and the secondvideo content is system related content such as player accountinformation, the device may be configured to scale volume primacy to thefirst video content for the game. By primacy what is meant is thatduring the play of the game its associated audio content is louder thanor is exclusive to any audio associated with the second video content.Primacy may switch to the second audio content when, for example, theplayer is interfacing with the system related content. Primacy may bealso based upon emergency situations to deliver a system providedmessage to the players, for play of a system related secondary or bonusgame or the like. Primacy of the audio may also be based upon theactions of the user/player. For example, while interfacing with thesystem related content the system audio would be given primacy. When theplayer then initiates the play of a game, primacy is then accorded tothe speakers associated with the game video content.

Where the player may control the locations on the shared video displayof the first and second video content, the controller is configured toassociate the corresponding audio content to the speaker directionallyrelated to its video content.

The device may be incorporated with a Video Switching Device disposedbetween the one or more processors and video display or may be aseparate component.

Preferably the device and methods of the present invention provide forretro-fitting of existing apparatus such as gaming machines to providethe benefits and features recited herein.

Further aspects, features and advantages of various embodiments of thedisclosed embodiments may be apparent from the following detaileddisclosure, taken in conjunction with the accompanying sheets ofdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a component diagram of a Display Manager connected tocomponents of an Electronic Gaming Machine and Player Tracking Device;

FIG. 2 is a component diagram of the components of the Display Manager;

FIGS. 3A and 3B are component diagrams of the Touch Router;

FIGS. 4A through 4C are diagrams of different screen splittingembodiments;

FIG. 5 is a diagram demonstrating how the Video Switcher scales video;

FIG. 6 is a diagram demonstrating super imposing one video stream overanother;

FIG. 7 is a logic diagram charting a touch screen signal from a patron'stouch to the final software endpoint receiving the relative pixel screencoordinate;

FIG. 8 is a component diagram demonstrating the current configuration ofa gaming system;

FIG. 9 is a component diagram depicting the components a Display Managerembodiment;

FIG. 10 is a component diagram of one embodiment of a Display Manager;

FIGS. 11-13 are diagrams of different screen splitting embodiments;

FIG. 14 is a diagram depicting re-mapped game touch coordinates;

FIG. 15A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives both monitors;

FIG. 15B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 15A;

FIG. 16A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives only the top monitor;

FIG. 16B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 16A;

FIG. 17A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a single monitor, whereone Display Manager drives the monitor;

FIG. 17B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 17A;

FIG. 18A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a rotated widescreenmonitor, where one Display Manager drives the monitor;

FIG. 18B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 18A;

FIG. 19A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with a top monitor, whereone Display Manager drives the top monitor;

FIG. 19B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 19A;

FIG. 20A is a component diagram depicting the video connectivity mappingof an overlay embodiment including a stepper cabinet with no topmonitor, where an iVIEW device is connected directly to a transparentoverlay;

FIG. 20B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 20A;

FIG. 21A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with no top monitor andhaving a standard iVIEW device and display;

FIG. 21B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 21A;

FIG. 22 is a component diagram of an embodiment of an iVIEW; and

FIG. 23 is a component diagram of an embodiment of a fully-featurediVIEW with two VGA outputs;

FIG. 24 illustrates a Display Manager combining the screen content fromtwo or more sources without affecting the physical construction of thedevices connected thereto;

FIG. 25 illustrates installation and configuration of the DisplayManager software and hardware;

FIG. 26 illustrate Display Manager configuration screens;

FIG. 27 illustrates a component diagram of the Display Manager shown inconnection the Master Gaming Controller, the GTM iVIEW, and the gamingmachine display screen;

FIG. 28 illustrates a video connection and the touch screen controldiagram of the Display Manager shown in connection the Master GamingController, the iVIEW, and the Game Display;

FIG. 29 is a logic flow diagram illustrating the Display Manager's basicfunctions;

FIG. 30 is a logic flow diagram illustrating uncarded direct messagesusing the Display Manager system;

FIG. 31 is a logic flow diagram illustrating carded direct messagesusing the Display Manager system;

FIG. 32 is a logic flow diagram illustrating the additional DisplayManager functions;

FIG. 33 is a logic flow diagram illustrating the additional serial touchscreen functions;

FIG. 34 is a logic flow diagram showing an aspect of the Display Managertuning functionality according to an embodiment of the presentinvention;

FIG. 35 is a diagram of the primitives for a VGA signal;

FIG. 36 is a diagram showing the connection of a tuner according to anembodiment of the present invention to the Display Manager and thesystem connection to the network;

FIG. 37 shows an embodiment of the invention where the Display Managerdisplays a diagnostic dashboard.

FIG. 38 shows a gaming machine according to an embodiment of theinvention;

FIG. 39 illustrates components of a gaming machine according to theprior art;

FIG. 40 illustrates components of the gaming machines according to thepresent invention; and

FIG. 41 illustrates the scaling of audio primacy to gaming machinesspeakers according to the present invention to provide directionality tothe gaming machine sounds.

DETAILED DESCRIPTION

Various embodiments are directed to sharing touch displays between oneor more Master Gaming Controllers and one or more associated equipmentdevices, (e.g., a player tracking unit) using a Video Switcher and TouchRouter Device (sometimes referred to herein as a “Display Manager”), toenable system menus and other Picture-in-Picture applications to overlaythe wagering game. Other embodiments may include sharing the displaybetween one or more wagering games and one or more system marketingpromotions, e.g., advertising, loyalty, customer-centric messages, videoconferencing, and video-on-demand applications. Generally, the terms“mixing” and “re-rendering” (e.g., switching, arbitrating,redistributing, routing, or the like), and other forms of each, refer tooriginal signals being passed through a switching device without anycopying and/or saving of the signals or associated data. However, itwill be appreciated by those skilled in the art that other embodimentsmay use any form of video signal processing herein.

1. Video Processing for a Gaming Machine

Referring to FIG. 1, a component diagram depicts a Display Manager 200(i.e., Video Switcher/Touch Router Device) connected to main componentsof a gaming machine 100 and associated equipment. In one embodiment, theDisplay Manager 200 receives one or more video signals from a MasterGaming Controller 110 and Player Tracking Unit 140. The Display Manager200 receives touch signals from touch screen controllers on a Main GameDisplay 120 and a Secondary Display 130, and routes the signals to theMaster Gaming Controller 110 or Player Tracking Unit 140. In oneembodiment, the Player Tracking Unit 140 communicates with the MasterGaming Controller 110 through a Game Monitoring Unit (GMU) 141. The GMU141 provides a communication interface between the Master GamingController 110 and a Slot Virtual Private Network to handle such thingsas slot accounting, and the like.

The Display Manager 200 has the ability to build a video stream from thevideo signals from the Master Gaming Controller 110 and/or PlayerTracking Unit 140. As hereinafter described, the video signals from theMaster Gaming Controller 110 may represent a first video content and beof a first characteristic. The first characteristic may include, forexample for legacy gaming machines 100, sometimes unique signal timingincluding horizontal scanning frequency (or period), vertical scanningfrequency (or period), and the number of horizontal lines includingblanking periods. The Player Tracking Unit 140, installed in the gamingmachines 100 throughout the casino, is typically from a singlemanufacturer such as the iView® device from Bally Technologies. Thevideo signals from (or through) the Player Tracking Unit 140 are, exceptperhaps where the gaming machine 100 is from the same manufacturer asthe Player Tracking Unit 140, of a second video content andcharacteristic. This video stream may be then sent over Ethernet to aserver, another gaming device, or to overhead signage. This allows thegame presentation to be sent enterprise-wide for broadcast purposes. Anon-limiting example is that a jackpot win may have the game screenssent to overhead LCD signs throughout the casino and on web portals.This creates the excitement for all players and not just the one whotriggered the progressive. Also the Display Manager 200 may receive avideo stream from a second video source such as a server and blend thisvideo stream into one or more Picture-In-Picture (“PIP”) window framesor semi-transparent overlays viewable on one or more LCD displays at thesame time. Server executed games may be video streamed to this DisplayManager 200 for presentation to the player. Player inputs from thebutton deck and touch screen may be sent to the Server-Based Game Engine(SBG) for processing. In some embodiments the Master Gaming Controller110 is not needed to provide a thin-client gaming device. The onlycomponents needed are the Display Manager 150 and the peripheralcontroller. All RNG (Random Number Generator) game outcomes aredetermined and rendered on the servers. Even skill or skill predominategames may execute on the server and be presented to the user over thisvideo stream.

The component diagram of FIG. 2 depicts a Display Manager 200 used forswitching video signals and outputting the result to the Main GameDisplay 120 or Secondary Display 130. In a preferred embodiment, theDisplay Manager 200 has one or more video input ports 231 and 232 thatreceive first content video signals 230 intended for the Main GameDisplay 120, from a Master Gaming Controller video output 238 and secondvideo content signals from a Player Tracking Unit video output 239. Asdescribed above the video signals 230 from the Master Gaming Controller110, particularly for legacy gaming machines, are of a firstcharacteristic which may vary from manufacturer to manufacturer and fromcontent to content. For example a manufacturer A may produce first videosignals have a common characteristic that is carried through for all ofthe video signals from the Master Gaming Controller 110, e.g. gamingrelated content whereas manufacturer B may produce first video signalshaving a different characteristic. Often the characteristics aredifficult to discern requiring deconstruction of the signals and trialand error to make sure that the Display Manager 200 conforms the videostream to the Main Game Display 120 and/or Secondary Display 130. TheDisplay Manager 200 receives instructions through a Video SwitcherController port 220. Using the video signals, the Display Manager 200mixes 240 (e.g., switches, arbitrates, redistributes, or the like) thevideo signals as directed by the commands coming in from the Video MixerController 220 and outputs the result through a video-out port 241 thatis connected to the video-in port on the Main Game Display 120.

In another embodiment, the Display Manager 200 also has one or morevideo input ports 251 and 252 that receive video signals 250 intendedfor the Secondary Display 130 from a Master Gaming Controller videooutput 258 and Player Tracking Unit video output 259. The DisplayManager 200 receives instructions through the Video Mixer Controller220. Using the video signals, the Display Manager 200 mixes 260 (e.g.,switches, arbitrates, redistributes, or the like) the video signals asdirected by the commands coming in from the Video Mixer Controller 220and outputs the result through the video-out port 261 that is connectedto the video-in port on the Secondary Display 130.

In one embodiment, these video input and output connections 231, 232,241, 251, 252, and 261 are 15-pin Super Video Graphics Array (“SVGA”).In an alternative embodiment, these video connections may be 9-pin VideoGraphics Array (“VGA”), 15-pin SVGA, Low-voltage differential signalling(“LVDS”), Digital Visual Interface (“DVI”), any other video signalconnection, or any combination thereof. The Master Gaming Controller 110may be transmitting one or more protocols such as, but not limited to:

x y Aspect Name (width) (height) Ratio VGA 640 480 4:3 SVGA 800 600 4:3XGA 1024 768 4:3 XGA+ 1152 864 4:3 SXGA 1280 1024 5:4 SXGA+ 1400 10504:3 UXGA 1600 1200 4:3 QXGA 2048 1536 4:3 WXGA* 1366 768 16:9  WXGA+*1440 900 16:10 WSXGA* 1600 1024 16:10 WSXGA+ 1680 1050 16:10 WUXGA 19201200 16:10 WQXGA 2560 1600 16:10

In one embodiment, the Video Mixer Controller 220 is a USB port. In analternative embodiment, the port may be an RS-232 serial port orEthernet port and connected to a server or other controller inside thegaming cabinet.

Referring now to FIG. 3A, Touch Routers 325 and 335 are shown receivingtouch signals from touch controllers 321 and 331 and routing the signalsto the appropriate software applications. In one embodiment, the TouchRouters 325 and 335 are executed on the Player Tracking Unit 140. Inthis embodiment, the Main Game Display 120 is fitted with a Main GameTouch Screen 320. The Main Game Touch Screen is connected to the MainGame Touch Screen micro-controller 321. The micro-controller registersthe touches by sending signals and commands to the Main Game DisplayTouch Driver 323 on the Player Tracking Unit 140. The micro-controlleris connected to the Player Tracking Unit 140 via a COM port 322.

The Main Game Display Touch Driver 323 receives the micro-controllermessages and commands and calculates the pixel coordinate of the touchand communicates these coordinates to the Main Game Display Touch Router325. The Main Game Display Touch Router 325 determines if the touchoccurred over the scaled and shifted video input from the Master GamingController video input 231 or the Player Tracking Unit video input 232to determine the proper destination to route the touch message. Thetouch message is either routed to the Player Tracking Software 340 or tothe Main Game Display Touch Driver 343 on the Master Gaming Controller110. The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 329 on the Player Tracking Unit connected to a COM Port-In 342on the Master Gaming Controller 110.

In another embodiment, the system created content is rendered in anoverlay window that occludes main game content. The non-remapped orscaled touch screen input data may be sent to both the Master GamingController and the player tracking software and to the servers forprocessing. Otherwise stated, all applications receive all touch events,and each application processes these events in their own ways.

In another embodiment, the Secondary Display 130 is fitted with aSecondary Touch Screen 330. The Secondary Touch Screen is connected tothe Secondary Touch Screen micro-controller 331. The micro-controllerregisters the touches by sending signals and commands to a SecondaryDisplay Touch Driver 333 on the Player Tracking Unit 140. Themicro-controller is connected to the Player Tracking Unit 140 via a COMport 332. The Secondary Display Touch Driver 333 receives themicro-controller messages and commands and calculates the pixelcoordinate of the touch and communicates these coordinates to aSecondary Display Touch Router 335. The Secondary Display Touch Routerdetermines if the touch occurred over the scaled and shifted video inputfrom the video input 251 or the Player Tracking Unit video input 252 todetermine the proper destination to route the touch message. The touchmessage is either routed to the Player Tracking Software 340 or to theSecondary Display Touch Driver 353 on the Master Gaming Controller 110.The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 339 on the Player Tracking Unit connected to a COM Port-In 352on the Master Gaming Controller 110.

In one embodiment, the COM ports 322, 329, and 342 may be RS-232 serialports. An alternative embodiment may use a USB port. Still anotherembodiment may use a combination of USB and serial ports, usingUSB-to-serial converters to allow RS-232 communications through USBports. Those skilled in the art will appreciate that other ports mayalso be used, such as Ethernet, TCP/IP, and parallel ports. Referring toFIG. 3B, an embodiment is shown that utilizes a USB hub.

In still another embodiment, the Main Game Touch Screen 320 and theSecondary Touch Screen 330 use Sound Acoustic Wave technology tocalculate the location of the touch. Alternative non-limitingembodiments may incorporate touch screens utilizing Resistive,Capacitive, Infrared, Strain Gauge, Optical Imaging, Dispersive SignalTechnology, Acoustic Pulse Recognition, Frustrated Total InternalReflection technologies, any multi-touch capable display technology, orany combination thereof.

A series of diagrams are shown in FIGS. 4A through 4C demonstratingseveral methods of video switching of two video inputs 410 and 420 or425, and displaying both simultaneously on a shared display 450. FIG. 4Ademonstrates a split screen scenario. In one embodiment, the DisplayManager 200 receives the Game Video 410 and Player Tracking Unit Video420 and displays them side-by-side on a screen of the shared display. Ina non-limiting embodiment, the Player Tracking Unit Video 420 is notscaled or shifted, but a resulting Game Video 451 has been scaledhorizontally so that both video signals are displayed on the screensimultaneously. In another embodiment, the Player Tracking Unit Video ispositioned towards the bottom of the display and scales the Game Videovertically. Still another embodiment scales both the Player TrackingUnit Video and the Game Video. Another alternate embodiment has a screendisplay that is larger and has a higher resolution than either the GameDisplay or Player Tracking Unit Display such that both video outputs maybe displayed on a split screen without scaling either one.

Referring to FIG. 4B, a Picture-in-Picture scenario is demonstrated. Inthis embodiment, a screen layout of the Player Tracking Unit Video 425is designed so that a space is reserved for overlaying the Game Video410. The Display Manager 200 scales and shifts a resulting Game Video452 so that it is positioned above the reserved area on the playerPlayer Tracking Unit Video 425 in the shared display 450. In analternative embodiment (not shown), an area of the screen layout on thegame is reserved, and the Player Tracking Unit Video is overlaid on topof the game. This might be reserved for such information as player name,credits available, or other game or system information.

Referring now to FIG. 4C, a transparency scenario is depicted. In thisembodiment, the Player Tracking Unit Video 420 is overlaid on top of aGame Video 411 in the shared display 450. The Game Video is able to beviewed through a resulting Player Tracking Unit Video 422 with acustomizable level of transparency from 0% (Player Tracking Unit Videois completely opaque) to 100% (Player Tracking Unit Video is completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the Player Tracking Unit Video 422 to fade in orfade out over the Game Video 411.

FIG. 5 shows the scaling performed on the Game Video. In thisembodiment, the Game Video 410 is scaled and shifted and displayedPicture-in-Picture 452 on the shared display 450. The original GameVideo height (“GHeight”) 511 and width (“GWidth”) 512 is scaledhorizontally by a factor of ScaleX (0 to 100%) and vertically by ScaleY(0 to 100%). A resulting Game Video 452 has a width of ScaleX*GWidth 551and a height of ScaleY*GHeight 552. The scaled Game Video 452 is shiftedhorizontally by ShiftX 561 and vertically by ShiftY 562, so that itslower left coordinate (0,0) on the original Game Video 410 is physicallylocated at coordinate (ShiftX, ShiftY) on the shared display 450.Coordinate (Gx, Gy) 510 on the Game Video 410 would be translated to (x,y) 550 on the shared display 450 in such a way that:x=ShiftX+(ScaleX*Gx)y=ShiftY+(ScaleY*Gy)

It should be recognized that for proper video presentation and scalingit is necessary to define, for the video stream, the edges of thedisplay so that the content is not lost “off screen”.

Still in another embodiment, one video input is superimposed overanother, allowing part of a first video signal to be fully transparent,thus allowing the second video signal to be completely visible at thosecoordinates, while having other parts of the first video signal tocompletely obscure the second signals at other coordinates. FIG. 6 is adiagram demonstrating one embodiment where a system video signal issuperimposed over the Master Game Controller signal. In a non-limitingexample, a Game Video 610 shows a five-reel video slot game. In othernon-limiting embodiments, the Game Video may be video from anyelectronic video game, such as video reel slot games, video poker, videoblackjack, video roulette, video craps, video keno, and video andelectronic bingo. One skilled in the arts will appreciate that thewagering game video source could include any existing or future wageringgame, including a 3D video game, dexterity-based skill games,knowledge-based skill games, lottery terminals, and the like.

A Player Tracking Video 625 is shown as a single screen with three areasof interest. First, there is a streaming video window 630 presentingsome video-on-demand. Second, there is a player message window 640presenting a welcome message to a recognized player. In one embodiment,the player is recognized by inserting his loyalty or player's club cardinto a card reader on the gaming machine 100. The Player Tracking Unit140 reads the identification number and requests the player name andother player information from the slot system or CMS. Once theinformation has been sent to the player device, it then displays one ormore messages applicable to this player, including possibly targetadvertisement, personal, or other messages.

In another embodiment, the Player Tracking Unit may recognize the playerthrough a biometric face or retinal camera. Still, in anotherembodiment, the Player Tracking Unit may recognize the player throughfinger print recognition technology by either having the player touch orswipe his finger across a reader, or by having the reader embedded inanother peripheral, such as a button or touch screen. The third area ofinterest on the Player Tracking Unit Video 625 is the remaining unusedscreen area 650 that has been colored Magenta.

In other non-limiting embodiments, this color could be green, blue, orany other color that is guaranteed not to show up in the other usedareas of the screen. The Display Manager 200 super imposes 649 thePlayer Tracking Unit Video 625 on top of the Game Video 610. Theresulting Shared Display 650 shows the super-imposed image including theStreaming Video Window 630, the Player Message Window 640 unchanged, andnow the remaining screen which is now transparent 651, although it isMagenta on the original video signal.

In still another non-limiting embodiment, the opaque areas of the superimposed images 630 and 640 may apply a customizable level oftransparency from 0% (completely opaque) to 100% (completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the super-imposed image 625 to fade in or fadeout over the background image 610.

Turning to FIG. 7, a flowchart is shown charting the touch screen signalfrom a player's touch to the final software endpoint receiving therelative pixel screen coordinate. In use, the player touches the screen705 which is registered with the touch screen micro-controller 710. Themicro-controller communicates the touch signal to the Player Trackingtouch driver 715, which interprets the micro-controller protocol tocalculate the physical pixel coordinates (x,y) of the touch 720. ThePlayer Tracking Unit touch driver provides these coordinates to thePlayer Tracking Unit OS 722 such as Windows.

Other non-limiting embodiments associated operating systems are Linux,OSX, QNX, and MS-DOS. The Player Tracking Unit 140 O/S receives thephysical screen coordinates of the touch (x,y) and forwards them to theTouch Router 725. The Touch Router receives the coordinates (x,y) 730and makes a determination 735 if the coordinates refer to a locationcurrently displaying video from a video source other than the PlayerTracking Unit 140, e.g., a Wagering Game executing on a Master GamingController 110. If the source is from an application running on thePlayer Tracking Unit 140, the Touch Router forwards the physical screencoordinates (x,y) to the Player Tracking Unit software 760. However, ifthe touch corresponds to a video signal from the Master GamingController 110, the Touch Router calculates the coordinates (Gx, Gy)from the perspective of the originating video source.

In one embodiment, the game screen coordinates are calculated 740 fromthe scale factor (ScaleX, ScaleY) and shift values (ShiftX, ShiftY)employed to scale and shift the game video signal onto the shareddisplay, as exemplified in FIG. 5. In this way the (Gx, Gy) coordinateswould be calculated in such a way that:

${Gx} = \frac{\left( {x - {ShiftX}} \right)}{ScaleX}$${Gy} = \frac{\left( {y - {ShiftY}} \right)}{ScaleY}$The Touch Router converts the calculated coordinates (Gx, Gy) to amicro-controller protocol sent to the Game Touch Driver 745. The GameTouch Driver receives the micro-controller data and converts to thephysical screen coordinates (Gx, Gy) and communicates these coordinatesto the Game O/S 750. Then, the Game O/S forwards the coordinates to theGame Software 755.

In another embodiment, the determination logic 735 may be embedded inthe Player Tracking Unit software managing the screen displayed in thePlayer Tracking Unit Video. The Player Tracking Unit software determinesif the touch is on an active part of its display (e.g., a visibleportion) or a non-active portion (e.g. a transparent portion or outsidethe range of an active display). If the touch is on an active portion,it handles the touch through its normal method. If the touch is on aninactive portion, it forwards the (x,y) coordinate to the de-scaling andde-shifting component which converts coordinates and forwards them tothe appropriate device, e.g., the device providing the video source onwhich the player touched.

In still another embodiment, system-rendered content may be shown on asmall iVIEW display (640×240) and a primary game display (main orsecondary). A player may elect to have the data shown on one or bothscreens simultaneously. Triggering events may force the larger primarygame screens to render the media to provide the best customerexperience.

In some embodiments, the PIP windows may slide in or out of view whenthey are not needed. They may also fade in or out as needed as well.Monitored data from the game, Player Tracking Unit device or a servermay trigger these windows (PIP) to appear/disappear based upon businessrules or thresholds.

In some embodiments a player may reposition/resize any PIP window, andall of the other graphics will automatically or manuallyre-organize/rescale/resize. Player-preferred screen configurations maybe saved for later use on this or another gaming machine at a laterdata. This configuration data is stored in a save state server andassociated with a player identifier, a game identifier, and acabinet/display identifier. A player is provided with a configurationscreen to set the desired modes. Level of transparency for any and allwindows is also configurable for a player and may be maintained in thesave state server. A player may configure how they want to look at thegame to build a fully customizable gaming experience.

There is a growing demand in the gaming environment for a video andtouch screen switching hardware device, system, and/or method. Anembodiment of such a device, system, and/or method mixes (e.g.,switches, arbitrates, redistributes, routes, or the like) the VGAoutputs from both the iVIEW (or other system gaming/Player TrackingUnit) and main game processor board to drive either or both the maingame and secondary displays. Furthermore, the device would intelligentlyroute touch screen events to either the game or iVIEW softwarecomponents. The device would allow multiple windows driven by the basegame and system components to simultaneously be shown on the samedisplay(s). One embodiment of a video and touch screen switching deviceprovides a migration strategy for current iVIEWs (or other systemgaming/Player Tracking Unit) with some quick immediate modifications,and requires little or no work for gaming manufacturers to implement.

A preferred embodiment of a video and touch screen switching devicemaintains a wall of separation between the regulated gaming devices andtheir associated gaming equipment. The embodiment enables an operator toprovide differentiated customer experiences on their games, and alsoconsistent customer experience for their systems and every other part oftheir casino and brand. This embodiment enables the above-described,operator-desired functionality, meaning that differentiated experiencesare pushed to each game manufacturer and exist on the gaming device,while consistent experiences may be implemented by a single vendor andexist on the associated equipment device, or possibly an adjunct gamingdevice accessory (depending on regulatory requirements). This embodimentaddresses customer demands in a relatively quick manner, provides moresatisfaction for the customer, and may be more palatable for othermanufacturers.

One embodiment of the Display Manager (see FIG. 8) generally includesthe game CPU (or Master Gaming Controller 800) connected to the mainmonitor 802 and/or top monitor 804 using standard VGA connection. Atouch screen on either of these devices is connected to the Game CPU viaa serial connection. The iVIEW processor 806 is integrated with thesmall 640×240 iVIEW display 808. The iVIEW has a serial touch screen.Both the Game CPU and iVIEW (or other system gaming/Player TrackingUnit) connect their audio into a separate switching device, allowingvolume setting and balancing by a slot tech. A Game Monitoring Unit(“GMU”) 810 is connected to the base game.

In one embodiment shown in FIG. 9, a Display Manager (i.e., Game/SystemSwitcher) includes a video and touch screen switcher disposed betweenthe touch screen displays and the Game CPU and iVIEW, allowing the GameCPU and iVIEW to effectively share the devices. These switchers may beeither software or hardware. In one embodiment, a small hardware videoswitcher would be used along with implementing the touch switcher insoftware running on the iVIEW. In this embodiment, the Display Managerreceives two VGA signals to be mixed and rendered, without copyingand/or saving of the original signals (e.g., switched, arbitrated,redistributed, routed, or the like), to a first monitor via a first VGAoutput signal.

In another embodiment as shown in FIG. 10, an option is extended to twomonitors. The Display Manager receives two additional VGA signals to bemixed and rendered, without copying and/or saving of the originalsignals (e.g., switched, arbitrated, redistributed, routed, or thelike), to a second monitor via a second VGA output signal. Mixingcommands may be received from the iVIEW via a USB connection.

In its most simple implementation, the game content may be scaled, andiVIEW content may be placed beside it in a split screen configuration,as shown in FIG. 11. In this embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) instructs the Display Manager to scale thegame VGA signal to allow enough room for the iVIEW content by supplyingthe overall coordinates (top, left, height, and width). The iVIEW theninstructs the Display Manager to display the iVIEW VGA signal in theupper left corner, again by supplying the appropriate coordinates. TheiVIEW has the intelligence to know the existing game state and playertracking state and may re-size, scale, or position windows based uponbusiness rules.

In order to preserve the aspect ratio of the game and minimizedistortion, the iVIEW may accommodate a full-size screen display,leaving a space for the game content of appropriate proportions as shownin FIG. 12. This technique opens up real estate on top and bottom of thegame window. The iVIEW (or other system gaming/Player Tracking Unit)then instructs the Display Manager to display the iVIEW content fullscreen and to overlay the scaled game window in the appropriatelocation.

Alternatively, in another embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) may instruct the Display Manager to displaythe game content full screen and overlay the iVIEW content (e.g., SystemWindow) on top of the game content as depicted in FIG. 13. Additionally,the Display Manager supports transparency, allowing the game content tobe visible through the iVIEW content.

The iVIEW receives physical screen coordinates via the standard touchscreen. Using its knowledge of how the game content is positioned (sinceit instructed the Display Manager where to place the game content), theiVIEW may determine if the user touched the game content on the screen.Referring to FIG. 14, if the game content was touched, iVIEW passes therelative coordinates to the Display Manager, which calculates what thephysical coordinates would have been if the game content had not beenscaled. The Display Manager then passes these re-mapped coordinates byemulating the micro-controller of the touch screen. The touch controlleris able to emulate the standard touch controllers on the floor.

The Display Manager device, system, and method disclosed herein areadaptable to the various cabinet styles on the slot floor. In the caseof a video cabinet sporting a top monitor, this Display Manager maydrive both monitors simultaneously, depending on the processing powerand VGA connections of the iVIEW (or other system gaming/Player TrackingUnit). Referring to FIG. 15A, the Display Manager (i.e., video switcher)receives two VGA inputs from the Game CPU and two from the iVIEW andplugs into the VGA ports of both the upper and lower monitors. TheDisplay Manager receives commands from iVIEW on how to re-render (e.g.,switch, arbitrate, redistribute, route, or the like) game content oriVIEW content or a combination of both on one or both screens, possiblysimultaneously. Likewise, as shown in FIG. 15B, upper and lower touchscreens plug directly into COM ports on the iVIEW. The Game CPU plugsboth of its serial connections into the iVIEW board. The software touchswitcher on the iVIEW receives inputs from the two touch screens andsends the re-mapped coordinates to the Game CPU on the appropriateserial connection.

Driving dual monitors enables persistent secondary content to display onthe top monitor (e.g. advertising, secondary games) where it is easilyviewed by both the player and others that might be in the surroundingarea while placing short-lived, customer interactive content (e.g.,Service window menus, and the like) on the main game monitor, which isbetter positioned ergonomically for customers' interaction.

In one non-limiting embodiment in which the iVIEW lacks the processingpower or necessary ports to drive both monitors and of a dual displaycabinet, the Display Manager (i.e., game/system switcher) may beconfigured to drive only one of the monitors (either top or bottom). Inthis embodiment, the Display Manager as shown in FIG. 16A only receivesthe VGA input from the shared monitor and the iVIEW. The software touchswitcher as shown in FIG. 16B on the iVIEW has a COM connection to theshared touch screen and a single COM connection to the Game CPU. Themain monitor is still dedicated to the game by maintaining its directVGA and COM connection to the Game CPU.

In FIGS. 17A and 17B, the case of a video cabinet with no top monitor isshown and is similar to the previous embodiment. The Display Manager isconfigurable to support different resolutions and aspect ratios (e.g.,widescreen displays). Additionally, the unique aspect ratio is therotated widescreen single monitor as shown in FIGS. 18A and 18B. Thisprovides similar viewing access as a dual display cabinet on a singlescreen. The iVIEW (or other system gaming/Player Tracking Unit) isresponsible for managing the unique “real estate” layout (i.e., thedisplay screen area) and directing the Display Manager appropriately onwhere to place overlays.

Another embodiment of a single screen solution is the stepper cabinetwith a top monitor as shown in FIGS. 19A and 19B. The Game CPU maintainsits connection to a Reel Controller Unit. The Display Manager (see FIG.19A) mixes (e.g., switches, arbitrates, redistributes, routes, or thelike) the Game CPU top monitor content with the iVIEW content. Thesoftware touch switcher (see FIG. 19B) sends the re-mapped touchcoordinates to the Game CPU.

In yet another cabinet style, the stepper cabinet has no top monitor asshown in FIGS. 20A and 20B. One possible solution is to install atransparent overlay over the reels. Since the Game CPU does not have anyVGA output, there is no Display Manager or video switcher (see FIG.20A), and the iVIEW VGA connects directly to the transparent overlay.The overlay becomes a dedicated iVIEW display replacement. Likewise,there is no touch mixing (see FIG. 20B). The iVIEW simply receives thetouches from the overlay touch screen. Alternatively, another embodimentfor stepper cabinets with no top monitors employs the current smalleriVIEW display, which is shown in FIGS. 21A and 21B.

In a preferred embodiment of the Display Manager device, system, and/ormethod, the game manufacturer does not have to take any additionalactions to utilize the functionality of the device, system, and/ormethod. In some embodiments, a few event exception codes may beincorporated to G2S (Game to System) and/or SAS (Slot AccountingSystem), but an immediate benefits to manufacturers is the minimizationof any costly development, QA, and/or manufacturer submissions.

In one embodiment, system-related features remain with system providers,and system-only peripherals remain independent of the base Game OS. As aresult, operators may continue to enjoy rapid development and deploymentof system features across the floor. A single implementation of newsystem features continues to ensure that customer experiences areconsistent, independent of various implementations and capabilitydifferences across the various devices. Remote host providers may workwith a single vendor to develop and support any third-party systemcapabilities. A single implementation provides consistency in thecapabilities in the run-time environments on the floor. A single systemmanufacturer may easily and more quickly define system parameters andestablish agreements for ensuring content runtime environments, therebyreducing the number of variations the content developers need to developand support.

Similarly, a single system manufacturer may control the prioritizationalgorithms for displaying content across the floor. Operators may workwith a single vendor to ensure that high priority content is displayedappropriately, e.g., simultaneously, in a timely manner. Keeping commonsoftware infrastructure components (e.g. Flash player), potentially usedby third parties, are more likely to remain up-to-date since updatingthem is dependent only on a single manufacturer and platform. Systemsfunctionality remains on associated equipment reducing the riskincreased regulatory overhead. Additionally, new cabinets are notrequired for customers to benefit from this technology.

The Display Manager offers benefits to the operators and industry.Depending on desired capabilities, this embodiment provides the operatorwith a migration strategy and the opportunity to preserve a portion oftheir investment in iVIEWs (or other system gaming/Player Tracking Unit)that they currently own. The existing board supports basicsingle-display mixing (e.g., switching, arbitrating, redistributing,routing, or the like).

An operator may upgrade any currently owned iVIEW (See FIG. 22) toprovide a game monitor system window, a top monitor display, or both. Asa result, the operators do not need to decide whether to purchase iVIEWs(or other system gaming/Player Tracking Unit) today or wait for a shareddisplay solution. When the shared display solution is available, orotherwise timely to acquire, they may upgrade their machines, not onlyavoiding the full cost of the new capability, but also possiblyextending the life of their exiting iVIEWs' processor. Once enhancedsystem gaming/Player Tracking Units are available (See FIG. 23),operators may purchase those on new machines moving forward.

Referring now to FIG. 24, in another embodiment, the Display Managercombines the screen content from two or more sources without affectingthe physical construction of the devices connected to it. The mixingmode of the input screens depends on an external input using a USB orserial interface. Preferably, a Display Manager is an image processingunit that has two or more VGA/DVI (and possibly LVDS) inputs and aVGA/DVI output. Additionally, the mode select is another control inputto the Display Manager that also acts as an input for dynamic sizechange commands. The Display Manager may utilize USB, RS-232, or anothersuitable protocol. The above-described input path may also be utilizedfor the upgrading of the Display Manager. In another embodiment, acoaxial input may be used to feed a Television/Tivo/DVR (digital videorecorder) signal directly into the Display Manager.

In one such embodiment, the basic construction of the Display Manager isshown in FIG. 24. Specifically, the Display Manager may be used togenerate a Picture-In-Picture mode. The common display is currentlyshowing the gaming machine screen. The iView/GTM (Game Terminal Manager)has an important message that needs to be displayed on the main screen.A screen display mixing style PIP (Picture-In-Picture) is selected usingthe USB/Serial interface. The Display Manager combines the signal,performs the required image processing, and then provides the input to acommon display. The common display shows the main game with a PIP of theiView/GTM message screen. The size of the PIP screen may also bedynamically changed using the selection input.

In such an embodiment, the control input may be used for screen mixingselection or for the size of the effects. For example, the screen mixingselection may be used with any of the following styles: PIP, POP(Picture-on-Picture), dissolver, fader, andvertical/horizontal/multimode screen splitter. Additionally, the size ofthe effects may be varied (e.g., the split screen or the PIP image sizeand position may be dynamically changed using the control input).Moreover, the Display Manager may be extended to more than two inputs sothat a third input from a standard TV/Tivo/DVR may be connected to useany of the mixing styles for display on the main screen.

In a preferred embodiment of the Display Manager, display mixing effectsmay be implemented without any modifications to the current gamingmachine or GTM hardware. Both the GTM and the gaming machine do notrequire any additional software changes other than the mode control.Even this change may be eliminated if the mode is a fixing mode (e.g.,only PIP). Additionally, the Display Manager simplifies theimplementation of the display mixing in all currently-existing filedhardware, because only a simple VGA cable has to be connected to theDisplay Manager instead of the gaming machine.

Referring now to the Display Manager software and configuration, theDisplay Manager operating system and content include right and bottomdisplay panels. The operator has the option to select a panel that bestsuits the base gaming machine. The operator changes the screenconfiguration by entering the employee page and selecting the “Change DMConfig” button.

In one embodiment, an iVIEW controls the touch screen remapping of thegaming machine and iVIEW, as well as controlling the Display Manager.The Display Manager mixes the video outputs from the iVIEW and the maingaming controller, and displays the combined image on the game screen.The iVIEW OS controls the screen layouts via serial link to the DisplayManager board.

Preferably, the iVIEW board performs touch screen remapping of thegaming machine and iVIEW screen. Touch screen inputs from the video areacorresponding to the main game are routed to the game and inputs fromthe iVIEW area are routed to the iVIEW application. The touch screenmanagement is performed by the iVIEW using a USB to Serial PortConverter. This system is compatible with the existing SDS (Slot DataSystem) environment and does not require modification to the main gameOS.

In one embodiment, the GTM iVIEW operating system in the SD card isMicrosoft Windows CE. The SD card also holds the iVIEW content, whichmay be customized for advertising, messages to the player or othercasino-designed promotional messages. The minimum recommended compactflash size is 256 MB. The content or Operating System (OS) can beupdated by replacing the GTM SD card.

Both the operating system and content are signed and authenticated. TheGTM iVIEW hardware verifies the signatures of the OS and content.Additionally, the GTM iVIEW launches the operating system andapplication after the files are verified. If any of the files on the SDcard are modified, the GTM iVIEW displays an error screen upon boot up.The casino may modify the content file (manufacturer folder in the SDcard) but the new content must be resigned using the manufacturer DSAfile signer (Level III signing). The operating system files may not bemodified by the casino.

In one embodiment, the SD card content enables players to insert theircards to activate a standard player screen and request services,assistance, or other information with unavailable/non-supported itemsbeing “grayed out.” The employee card activates a standard interfacescreen with associated operator, regulator, and diagnostic/installationfunctions.

In one non-limiting example, the interface with the Gaming MonitoringUnit (GMU) software is consistent using previously used interfaces. TheGTM iVIEW uses a standard EPI port to connect to the GMU. Neither theGTM iVIEW Operating System, Application, nor Content modify the metersor the accounting information stored and processed by the GMU.

This embodiment is compatible with (1) Capstone Display Manager Boardwith OS version fli8548_RD4_board_ext_v7.hex; (2) SDS 8.2.X or higher;(3) MC300 Game Monitoring Unit with ECO 2103 or higher; (4) iVIEW SoundMixer (GLI file number SY-22-SDS-06-14); and (5) GTM iVIEW touch screendisplay. Additionally, this embodiment introduces various enhancementsand features, including (1) right and bottom Display Manager displayscreens; (2) new employee functions to select the left, right, or bottomDisplay Manager display screens; and (3) support for additional videoresolutions (VESA-compliant; 640×480 to 1280×1024), video refresh rates(50 hz to 85 hz), video output (VGA and DVI), and touch screen serialinterfaces (3M EX-II).

The Display Manager is a hardware component that mixes the iVIEW contentand the game content and then displays the mixed content on the gamingmachine's monitor-touch screen. Mixing the content for both the game andthe iVIEW onto one screen provides players easier access for downloadingcredits from their accounts without interruption of game play or accessto other player functions. The hardware component is installed betweenthe iVIEW display and the gaming machine's monitor-touch screen.

In one embodiment, the following hardware and software are installed toconnect and run the Display Manager feature: (1) iVIEW GTM (206978) withvideo pigtail (206970-00-0) and (2) DM operating system (OS).Additionally, in one embodiment, installation of the Display Manageruses the following components: (1) three USB Cables; (2) two USB toSerial Connectors; (3) USB Hub; (4) one Display Manager with VGA to DVIConverter, including a DVI cable; (5) one RS232 Serial Cable, Molex8-pin from iVIEW J2 to 9-pin serial on the Display Manager; (6) oneRS232 Cable USB Hub to monitor touch screen; (7) three VGA Cables (iVIEWVGA OUT to DM VGA to DVI converter IN, gaming machine Processor BoardVGA OUT to DM VGA IN, and DM VGA OUT to gaming machine Monitor VGA IN);(8) one RS232 Null Modem Cable (USB Hub to gaming machine processorboard touch screen 9-pin serial connector).

In another aspect of one embodiment, the Display Manager operatingsystem (OS) and content held on the iVIEW SD card are upgraded wheninstalling the Display Manager software. Typically, this is performed byinserting the SD (Secure Digital) card into the SD socket on the iVIEW.

Further, in one non-limiting embodiment, the Display Manager hardware isinstalled by plugging each cable into the appropriate connector on eachpiece of hardware as follows: (1) USB cable from iVIEW USB Host to USBHub; (2) USB cable/serial to USB converter connector from USB Hub toRS232 cable to monitor touch screen; (3) USB cable/serial to USBconverter connector from USB Hub to RS232 Null Modem cable to gamemachine processor board DB9 touch screen connector; (4) iView VGA OUT toDisplay Manager DVI converter box VGA IN port; (5) iVIEW RS232 toDisplay Manager serial 9-pin; (6) gaming machine VGA OUT to DisplayManager VGA IN; (7) Display Manager VGA OUT to monitor VGA IN; (8) DVIcable from Converter OUT to Display Manager Converter IN (Converterdipswitches 1, 5, and 10 should be in the ON position).

Referring now to FIG. 25, after the Display Manager software andhardware have been installed, the gaming screen is then configured. Inone embodiment, the configuration is performed by accessing the employeemode to calibrate the touch screen. Specifically, the touch screen iscalibrated by accessing the employee mode, selecting touch screencalibration, and following the instruction prompts on the monitor forcalibration.

As shown in FIG. 26, a user (1) accesses the employee mode, (2) selectsthe Display Manager Configuration Screen, and (3) touches the area ofthe screen where the menu is to display. The typical configuration forvideo gaming machines is as follows: —For the Left: Bottom bar is alwayson. The Menu displays on the left side. The game shrinks to fit theupper-right. For the Right: The bottom bar is always on. The Menudisplays on the right side. The game shrinks to fit the upper-left. ForSpinning-Reel machines, select Bottom. After the settings have beenselected, touch OK to save the settings.

Referring now to FIG. 27, a component diagram of the Display Manager isshown in connection the EGM main controller (Master Gaming Controller),the GTM iView, and the gaming machine's display screen (EGM display).Additionally, at least one possible non-limiting embodiment of thewiring of these components is shown. In another embodiment, the DisplayManager is configured to support DVI & VGA on both inputs and output,eliminating the external TTL & DVI converters. In still anotherembodiment, touch scaling is incorporated into the Display Managerboard, thereby eliminating the USB hub and serial-USB converters.

In yet another embodiment, Genesis FLI8668 scaler chip is used insteadof the FLI8548 scaler chip. The Genesis FLI8668 scaler chip is morepowerful and can support higher resolutions and more flexible PIPoptions. The FLI8668 scaler chip provides high integration for advanced,dual-channel applications of Picture-in-Picture (PIP) andPicture-by-Picture (PBP). Specifically, two videos decode with 3D combfilters and two channels of DCDi (Directional Correlation Deinterlacing)processing, and true 10-bit performance provides an extreme high-qualitypicture for a two-channel application.

Additionally, the FLI8668 scaler chip provides special performancefeatures such as the Faroudja DCDi Cinema video format converter, bluestretch, DDR memory with a read-write of 10 bits per pixel, and flexiblesharpening algorithms providing unparalleled performance. The FLI8668scaler chip also includes an integrated Analog Front-End (AFE) thatincludes two triple ADCs, a cross-point switch, and two FaroudjaIntellicomb™ 3D comb filters. The flexible AFE ensures simple PCB designwith direct connections to TV tuners and input video connectors.

Genesis Microchip Inc., the maker of the Genesis scaler chip has beenacquired by STMicroelectronics (NYSE: STM). Worldwide Headquarterslocated at STMicroelectronics, 39, Chemin du Champ des Filles, C. P. 21,CH 1228 Plan-Les-Ouates, GENEVA, Switzerland. One of ordinary skill inthe art will appreciate that other equivalent (or better) scaler chipsmay also utilized without departing from the scope of the invention.

Referring now to FIG. 28, a simplified component diagram of the DisplayManager is shown in connection the EGM main controller (Master GamingController), the iView, and the Game Display. The component diagramshows both the video connections and the touch screen control.

Referring now to FIG. 29, a logic flow diagram is shown of the DisplayManager's basic functions. As shown in FIGS. 30 and 31, a logic flowdiagram of uncarded direct messages using the Display Manager system isdisclosed (FIG. 30) and a logic flow diagram of carded direct messagesusing the Display Manager system is disclosed (FIG. 31).

Referring now to FIG. 32, a logic flow diagram is shown of theadditional Display Manager functions. Additionally, with reference toFIG. 33, a logic flow diagram of the additional serial touch screenfunctions is disclosed.

Turning to FIGS. 1 and 34-36 embodiments of the method, system andapparatus for tuning a video switching device (“Display Manager”)according to the present invention will now be described. Upon boot upof a gaming machine 100, for example, the master gaming controller 110will send first video content of a first characteristic to the DisplayManager 200. As described above the Display Manager 200 is configured tomix video signals from the Master Gaming Controller 110 having firstcontent and first video signal characteristics with video signals from asecond source such as the associated equipment Player Tracking Unit 101or from a network source. With legacy gaming machines 100 the firstvideo signals the Display Manager 200 may not recognize the signalcharacteristics. Namely the scalar chip for the Display Manager 200 maynot recognize the first video signals sufficient to scale the videostream to properly match the margins with the margins of the videodisplay such as the Main Game Display 120. In the past, when this hasoccurred an error message is rendered. The remedy was to de-constructthe first video signal timing characteristics and to alter the firmwareof the Display Manager 200 to recognize and properly scale the videosignal stream to the margins of the receiving video display such as theMain Game Display 120 or Secondary Display 130. Reconfiguration of theDisplay Manger 200 required time and effort and may require renewedapproval of the Display Manger 200 by regulatory authorities fornumerous jurisdictions.

To overcome these drawbacks, according to an embodiment of the presentinvention the Display Manger 200 is provided with a non-volatile memoryconfigured to store data corresponding to video signature data and acorresponding scalar video adjustment data, e.g. timing parameters. Withreference to FIG. 34, the Display Manger 200 is configured to capturesignal “primitives” which, for a VGA video signal, include: HorizontalFrequency (or period), Vertical Frequency (or period) and the TotalNumber of horizontal lines, including blanking periods, for the signals.The blanking periods define the margins for the timing of the videosignals which, for proper display, should be configured to match videopresentation with the margins of the intended or target display. FIG. 35illustrates these primitives At 3500 is a graph showing the VerticalFrequency which is used to synchronize the signal as well as theHorizontal Frequency shown as horizontal synch graph 3502. Additionallythere are red, green and blue analogue signals (0-0.7V) 3504, 3506, 3508used to control color. The extracted primitives or a portion orderivative thereof representing a video signature are compared by theDisplay Manger 200 to a data structure storing a list, table or matrixof recognized video signatures and corresponding tuning adjustments(timing) required by the scalar to properly scale the video image to thedisplay. The list, table or matrix may include data representing theresolution/size of the target video display. If there is a correspondingsignature in the table or listing, the scalar adopts the correspondingscaling to properly size the video data to the target video display suchas the Main Game Display 120. When the Display Manager 200 encountersvideo signals from the Master Gaming Controller 110 which do notcorrespond to a “known” video format signature, an error message isproduced.

To resolve the error condition, and according to the present invention,a learning mode 3400 (FIG. 34) is initiated. Using a device such as atuner 3600 (FIG. 36) coupled to the Display Manager 200 such as througha USB or other conventional coupling (or wireless communication), atechnician initiates the learning mode whereupon the Display Manger 200is commanded to asynchronously poll the firmware to extract the videoprimitives and derived signature for unrecognized video signal. Thetechnician at 3402 inputs the active resolution of the target videodisplay such as the Main Game Display 120. The extracted primitivesand/or signature for the video signal are at 3404 associated with theactive resolution. Using a user interface 3602 on the tuner 3600 to makefine adjustments at 3406 to certain parameters such as the vertical andhorizontal blanking periods in addition to input capture clock phasecorrections. Other adjustments may include centering the image andinsuring the image is of a proper size using commands tailored to theDisplay Manger 200 firmware. The Display Manger 200 at 3408 retains thenew video timing and adjustment data in the table, list or matrix of thenon-volatile memory associated with the video signature for futurereference. Thus the next instance video signals are received which havethe previously unknown video signature are encountered, the table can bereferenced and the proper adjustments made to the video signals.

Since the previously unknown video signals may be used for similarlyconfigured gaming machines 100 it would be advantageous to be able topopulate the adjustment data to those similar gaming machines 100. InFIG. 36 the gaming machine 100 is shown with the Display Manger 200shown, for purposes of illustration, outside of the gaming machine 100.According to this embodiment, once the adjustment solution has been madeand stored as described immediately above, the adjustment may bepopulated to other gaming machines 100 through a communication network3604. For example, the Player Tracking Unit 101 may poll the DisplayManger 200 to obtain any new adjustment data and broadcast the solutiondata throughout the network or to like configured gaming machines 100for updating their tables stored in their non-volatile memories. As afurther embodiment the tuner 3600 may store a copy of the data toaccelerate the adjustment process.

Turning to FIG. 37 there is shown a further feature of the presentinvention. According to this embodiment, the tuner 3600 can providenavigation tools that allow the user to check on the status of systemsconnected directly or indirectly to the Display Manger 200. According tothis embodiment the tuner 3600 when placed in communication with theDisplay Manger 200 can be configured to control the Display Manger 200to display a diagnostic dashboard 3700 in, for example, asemi-transparent mode or in a PIP mode. As shown this dashboard maydisplay indicators regarding the status of: the Player Tracking Device101, the GMU 141, the system communication link, the system server(s),the player card reader and touch screen. These indicators may show acolor to indicate status such as green for on-line and red for off-line.

2. Audio Scaling

According to the present invention FIG. 38 illustrates a legacy gamingmachine 100. While the present invention in one embodiment is directedto configuring existing devices such as gaming machines to operate ashereinafter described it should be understood that the devices could benewly assembled devices such as gaming machines 100 of a legacy design.Also according to the present invention the gaming machine 100 has beenoutfitted with a Display Manager 200 of the type described above forproviding at least first video content from a first source and secondvideo content from a second source. Alternatively, and according to thepresent invention, the functions provided by the Display Manager 200could be provided by embedded hardware/software in, for example, themaster gaming controller 110.

Where the device is a gaming machine 100 typically the first videocontent will be the gaming video content provided by one or more mastergaming controllers 110 and consists of gaming content, e.g. base gamegraphics, bonus or second game graphics or other base game play featuresas well as first audio content associated with the game. As used herein“video content” includes recorded video content such as recorded videosegments as well as animation, text or graphics. Video content shouldnot be interpreted, unless otherwise specified herein, to be exclusivelyrecorded video content. For example for a gaming machine game the videocontent may be graphics and symbols for a base game showing spinningreels to produce one or more base game outcomes as well as a bonus orsecondary game including animation and recorded video content.

The game video content in the legacy gaming machine 100 drives at leastthe main game display 120 and perhaps also the secondary display 130 todisplay the game video content. First audio content provided with thegame is delivered through a plurality of speakers shown by way ofexample as first, second and third speakers 1000, 1002 and 1004respectively. As suggested in FIG. 38 first speaker 1000 is locatedabove the main game display 120 on the right-hand side of the gamingmachine 100 from the player's perspective, second speaker 1002 islocated above the middle of the main game display 120 and third speaker1004 is located above the main game display 120 toward the left-handside of the gaming machine 100. Other speaker arrangements could beused. It should be noted that the speaker arrangements should be spacedto the right and left and/or above and below from the player'sperspective. In the legacy machine 100 the first audio contentassociated with the first video content is provided to the first, secondand third speakers 1000, 1002 and 1004 through, for example, a firstaudio channel from the one or more master gaming controllers 110.

As described above various sources of video content may be displayed atthe main game display 120 (and/or secondary display) as configured bythe Display Manager 200. For purposes of description of the presentinvention it shall be assumed that the first video content in the formof gaming content from the one or more master gaming controllers 110 isdisplayed at the main game display 120 only. It should be understoodthat the devices and methods of the present invention would also applywhere first content is distributed across both the main game display 120and the secondary display 130 or other game displays. Second videocontent is also provided from a second video source such as the networkand/or Player Tracking Unit 101 to be displayed at the main game display120 as described herein. The second video content can thus be associatedwith player tracking information of the type provided by a playertracking network host. Second video content could also well beadvertising, commercial programming, messaging including emergencymessages, system provided games such as a community game or the like. Aswith the first video content the second video content may haveassociated second audio content such as game sounds, music, soundeffects, spoken word or the like.

In various embodiments the Display Manager 200 is configured to mix thefirst and second video content and position the content in areas on thevideo display such as the main game display 120. The positioning may beside-by-side, one over the other, superimposed where one content issemi-transparent or any other positional arrangement. The positioning ofthe content may also be selected by the player such as by closing onevideo content display to exclusively display the other video content orto select the positions for the content.

Turning to FIG. 39 the arrangement of a gaming machine 100 according tothe prior art, e.g. a legacy gaming machine 100, is displayed. Thegaming machine 100 includes one or more game master game controllers 110(FIG. 1) which are configured to provide a base game and any secondaryor bonus games to the gaming machine 100 main game display 120 and/orsecondary display 130. This base game includes first video and audiocontent. As shown the master game controller 110 also controls/drivesthe first, second and third speakers 1000, 1002 and 1004 to produce thedesired first audio content to go along with the first video content.The gaming machine 100 also includes the GMU 141 (FIG. 1) whichinterfaces between the master gaming controller 110 and thesystem-player interface shown as Player Tracking Unit 101 (iView). Inturn, the Player Tracking Unit 101 includes a display as also suggestedin FIG. 8.

FIG. 40 illustrates an arrangement according to the present invention.The base game/bonus game/secondary game related first audio output fromthe master game controller 110 is provided to the audio manager device4000 as by a suitable connection such as a USB or audio jack connection.The audio device manager 4000 may be on a separate processing board orincorporated into the Display Manager 200 described above. Also providedto the audio manager device 4000 is the system interface-related secondaudio content shown as coming from the GMU 141 and from the Slot/CMP/SBGMedia server/Browser manager 142 (FIG. 1). The second audio contentcoming from these system-related sources may be related to playertracking, advertising, a system based game or other feature. Theconnection for the second audio content may again be a USB or audio jackconnection. In the arrangement according to the prior art (FIG. 39) thissystem related video content was provided to the iView (Player TrackingUnit 101) display. The Display Manager 200 instead takes this systemrelated view content and controlled the main game display 120 to displayboth the system video content and game video content at the main gamedisplay 200.

The audio manager device 4000 is connected to and drives the speakerssuch as first, second and third speakers 1000, 1002 and 1004 to producethe audio in the manner as hereinafter described. The audio managerdevice 4000 may be connected to each of the first, second and thirdspeakers 1000, 1002 and 1004 through separate audio channels so thateach speaker may be separately controlled.

The audio manager device 4000 is also in communication with the DisplayManger 200 for determination of the condition that the Display Manger200 is controlling the main game display 120 and/or secondary display130.

The operation of the audio manager device 4000 will now be describedwith reference to FIGS. 40, 41 and 4A. In a first condition where theDisplay Manager controls the main game display 120 to display only firstvideo content such as base game content, the audio manager 4000 detectsthis condition and is configured to pass the first audio content to thespeakers 1000, 1002, 1004 in the form and volume as provided from theone or more master gaming controller 110. In a second conditionaccording to an embodiment of the present invention the Display Manager200 controls the main game display 120 to display at a first locationthe first video content 4002 which is game content (Game Video 451) tothe right side of the main game display 120. At a second location thereis provided an area for the display of second content 4004 which may beprovided as Player Tracking Unit Video 420 to the left side of the maingame display 120. The Player Tracking Unit Video 420 may be contentrelated to a player's account, a system related game, advertising or thelike. According to this embodiment the audio manager 4000 is configuredto control, for example when the player is playing the base game, theright hand speaker 1000 and middle speaker 1002 (from the playerperspective) to output the first audio associated with the first videocontent, i.e. game video content. The left hand speaker 1004 may be“squelched” (i.e. silenced) or may produce audio at a reduced volume thesecond audio content. Similarly, when the audio manager 4000 for exampledetects that the player is not playing the game but is interacting withthe system interface displayed at the second location, controls the lefthand speaker 1004 (from the player's perspective) to output second audiocontent associated with the second video content at volume scaled to begreater than the volume associated with the first video content of thegame produced at speakers 1000, 1002. By controlling and scaling thevolume at the speakers 100, 1002, 1004 in such a manner directionalityof the first and second audio can be provided to correspond to theplayer's actions draw the player's attention to the desired videocontent location. When the player is playing the game while the firstand second video content are sharing the main game display 120, thefirst audio content played from the speakers 1000, 1002 is scaled tohave audio primacy by playing at volumes higher than the second audiocontent playing at the speaker 1004 or to the exclusion of any audiofrom the speaker 1004 associated with the second video content.Conversely where the second video content is to have a primarypresentation to the player as when the player is interfacing with thesecond video content, the audio content from the speaker 1004 may haveaudio primacy by being at a volume above or to the exclusion of theaudio from the base game based audio content from the speakers 1000,1002. Where there are multiple speakers the audio manager 4000 may beconfigured to control certain speakers, such as speaker 1002 located inthe middle (in the player's perspective) to have equal primacy in itsaudio with the speakers 100 and 1004 having their audio controlled toprovided the desired audio primacy and directionality.

As an illustrative example where the player is playing a game at thegaming machine 100 with no picture-in-picture functionality provided bythe Display Manager 200, the audio manager 4000 directs the game audioto the speakers in a normal fashion. When the Display Manager 200controls the display 120 to share the display of game video content andsystem delivered video content and the player desires to play the gameappearing in the first location, the audio manager 4000 controls, forexample, the speakers 1000, 1002 to produce the game sounds with thethird speaker 1004 having a reduced volume of game audio or no sound.When the player decides to interface with the system interface displayand the second video content, to provide directionality to the audio,the speaker 1004 is scaled to audio primacy either by decreasing orsquelching the game audio at the first and second speakers 100, 1002. Inthis fashion the second audio is produced from the direction of thesecond video content. Where the first and second audio content has equalprimacy the audio to the speakers may be scaled to substantially equalvolumes.

Where, for example, an emergency message is broadcast from a hostcomputer, the message may be interpreted as the second audio content andthe third speaker 1004 scaled to a maximum volume and the game audio(first audio) scaled to silence or a minimum volume.

One of ordinary skill in the art will appreciate that not all gamingsystems and methods will have all these components and may have othercomponents in addition to, or in lieu of, those components mentionedhere. Furthermore, while these components are viewed and describedseparately, various components may be integrated into a single unit insome embodiments.

The various embodiments described above are provided by way ofillustration only and should not be construed to limit the claimedinvention. Those skilled in the art will readily recognize variousmodifications and changes that may be made to the claimed inventionwithout following the example embodiments and applications illustratedand described herein, and without departing from the true spirit andscope of the claimed invention, which is set forth in the followingclaims.

What is claimed is:
 1. A device for augmenting an existing userapparatus of the type having one or more processors configured tocontrol at least one video display in a first condition to display firstdisplay content and in a second condition to control the at least onevideo display to display said first video content at a first locationand second video content from a second source at a second location and aplurality of spaced speakers connected to said one or more processorsand associated with the at least one video display, said one or moreprocessors configured to output a first audio content to said speakersassociated with said first video content to said speakers, said devicecomprising: at least one controller; a connector to re-direct said firstaudio content output by said one or more processors and provide the sameas input to said at least one controller; a source for said second audiocontent, said second audio content associated with said second videocontent; and said at least one controller configured to, when said oneor more processors are in a first condition, control said speakers toproduce said first audio content and when said one or more processorsare in said second condition control (i) at least one first speakerrelated with said first location to primarily provide said first audiocontent and (ii) at least one second speaker related with said secondposition to primarily provide said second audio content.
 2. The deviceof claim 1 comprising said at least one controller configured to, whensaid one or more processors are in said second condition, providecontrol of the relative volumes of said first and second audio content.3. The device of claim 1 comprising said at least one controllerconfigured to, when said one or more processors are in said secondcondition, provide audio volume primacy to one of said first and secondaudio content.
 4. The device of claim 3 comprising said at least onecontroller configured to, when said one or more processors are in saidsecond condition, provide audio volume primacy to one of said first andsecond audio content based upon one or more of said first or seconddisplay content, a predetermined protocol or operator control.
 5. Thedevice of claim 1 comprising said connector is a connection portconfigured for connection of at least one of a USB or audio jack.
 6. Thedevice of claim 1 comprising said apparatus is a gaming device and saidfirst display and audio content is associated with a game and the seconddisplay and audio content is associated with a player interface.
 7. Thedevice of claim 1 comprising, when said one or more processors are insaid second condition and where said first video content is displayed atthe right side of a video display and the second video content is at theleft side of the video display, said at least one controller isconfigured to control said first speaker to produce said first audiocontent and said second speaker to produce said second audio content. 8.The device of claim 7 comprising said at least one controller isconfigured to, when said one or more processors are in said secondcondition, provide audio volume primacy to one of said first and secondaudio content.
 9. The device of claim 1 where said apparatus includes auser input device for a user to define at least the location parametersof said first and second locations, said at least one controllerconfigured to select said at least one of said first and second speakersin response to said user definition.
 10. The device of claim 1comprising said controller is configured to control primacy of audiovolume between said first and second audio content to one or more of (i)substantially equal primacy, (ii) first audio content or second audiocontent primacy and (iii) first or second audio content primacy to theexclusion of the other audio content.
 11. A device for augmenting agaming machine for use by a player position in front of the gamingmachine, the gaming machine of the type having one or more processorsconfigured to control at least one video display in a first condition todisplay game video content and in a second condition to control the atleast one video display to display said game video content at a firstlocation and second video content from a second source at a seconddisplay location and a plurality of spaced speakers connected to saidone or more processors and associated with the at least one videodisplay, said one or more processors configured to output a game audiocontent to said speakers associated with said game video content to saidspeakers, said device comprising: at least one controller; a connectorto re-direct said game audio content output by said one or moreprocessors and provide the same as input to said at least onecontroller; a source for a second audio content, said second audiocontent to be associated with said second video content; and said atleast one controller configured to, when said one or more processors arein a first condition, control said speakers to produce said game audiocontent and when said one or more processors are in said secondcondition control (i) at least one first speaker related with said firstlocation to primarily provide said game audio content and (ii) at leastone second speaker related with said second position to primarilyprovide said second audio content.
 12. The device of claim 11 comprisingsaid connector includes a network connection to receive said secondvideo content and second audio content from a source remote to thegaming machine.
 13. The device of claim 12 comprising said connectorincludes a network connection to receive said second video content andsecond audio content from one or more remote servers.
 14. The device ofclaim 12 comprising said second video content and second audio contentrelates to a casino player account at a remote server.
 15. The device ofclaim 11 comprising said controller is configured to control primacy ofaudio volume between said game and second audio content to one or moreof (i) substantially equal primacy, (ii) game audio content or secondaudio content primacy and (iii) one of said game or second audio contentprimacy to the exclusion of the other audio content.
 16. A method forproviding audio directionality to an existing apparatus of the typehaving one or more processors controlling at least one video display ina first condition to display first video content and in a secondcondition controlling the at least one video display to display saidfirst video content at a first location and second video content from asecond source at a second location and a plurality of spaced speakersconnected to said one or more processors, said one or more processorscontrolling said speakers to produce said first audio content associatedwith said first video content, said method comprising: configuring adevice for incorporation into said apparatus, said device including atleast one controller; enabling said at least one controller to receivesaid first audio signals and receive second audio signals from a sourceother than said one or more processors said second audio signalsassociated with said second display content; and configuring said atleast one controller to, in said second condition, control at least onefirst speaker positioned to be related with said first location toprovide said first audio content and at least one second speakerpositioned to be related with said second location to provide primarilysaid second audio content.
 17. The method of claim 16 comprisingconfiguring said at least one controller for control of the relativevolumes associated with said first and second audio content.
 18. Themethod of claim 16 comprising configuring said controller to controlprimacy of audio volume between said first and second audio content toone or more of (i) substantially equal primacy, (ii) first audio contentor second audio content primacy and (iii) one of said first or secondaudio content primacy to the exclusion of the other audio content.
 19. Amethod for providing audio directionality to an existing gaming machineof the type having one or more processors controlling at least one videodisplay in a first condition to display game video content to a playerand in a second condition controlling the at least one video display todisplay said game video content at a first location and second videocontent from a second source at a second location to the player and aplurality of spaced speakers connected to said one or more processors,said one or more processors controlling said speakers to produce saidgame audio content associated with said game video content, said methodcomprising: configuring a device for incorporation into said gamingmachine, said device including at least one controller; enabling said atleast one controller to receive said game audio content and receivesecond audio signals from a source other than said one or moreprocessors said second audio signals associated with said second videocontent; and configuring said at least one controller to, in said secondcondition, control at least one first speaker positioned to be relatedwith said first location to primarily provide said game audio contentand at least one second speaker positioned to be related with saidsecond location to provide primarily said second audio content.
 20. Themethod of claim 19 comprising said first and second speakers are locatedto the player's right side and left side.
 21. The method of claim 19comprising said second content is associated with a player interface.22. A method for providing audio directionality to an existing apparatusof the type having one or more processors controlling at least one videodisplay in a first condition to display first video content and in asecond condition controlling the at least one video display to displaysaid first video content at a first location and second video contentfrom a second source at a second location and a plurality of spacedspeakers connected to said one or more processors, said one or moreprocessors controlling said speakers to produce said first audio contentassociated with said first video content, said method comprising:configuring a device for incorporation into said apparatus, said deviceincluding at least one controller; enabling said at least one controllerto receive said first audio signals and receive second audio signalsfrom a source other than said one or more processors, said second audiosignals associated with said second video content; and configuring saidat least one controller to, in said second condition, scale the volumeof audio output to control at least one first speaker positioned to berelated with said first location to primarily provide said first audiocontent and at least one second speaker positioned to be related withsaid second location to provide primarily said second audio content.